11 results (0,12954 seconds)

Brand

Merchant

Price (EUR)

Reset filter

Products
From
Shops

Collaborative Worldbuilding for Video Games

The Park Avenue Cubists Gallatin Morris Frelinghuysen and Shaw

3D Game Environments Create Professional 3D Game Worlds

Biological Anthropology and Prehistory Exploring Our Human Ancestry

Game Audio Mixing Insights to Improve Your Mixing Performance

Game Audio Programming 4 Principles and Practices

Passion and Play A Guide to Designing Sexual Content in Games

GBP 48.99
1

Game Engine Architecture Third Edition

Game Engine Architecture Third Edition

In this new and improved third edition of the highly popular Game Engine Architecture Jason Gregory draws on his nearly two decades of experience at Midway Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book the broad range of technologies and techniques used by AAA game studios are each explained in detail and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions along with updated coverage of: computer and CPU hardware and memory caches compiler optimizations C++ language standardization the IEEE-754 floating-point representation 2D user interfaces plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always copious references and citations are provided in this edition making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers. | Game Engine Architecture Third Edition

GBP 82.99
1

Narrative Design The Craft of Writing for Games

Narrative Design The Craft of Writing for Games

Narrative designers and game designers are critical to the development of digital and analog games. This book provides a detailed look at the work writers and designers perform every day on game development projects. It includes practical advice on how to break into the game industry as a writer or game designer. Readers can use the templates and detailed instructions provided here to create lively portfolios that will help open the door to jobs in the game industry. Key features of this book: • An intimate look at the workings of AAA game development from someone who has spent decades embedded on teams at well-known companies. • An insider’s look at the game industry including advice on breaking into the industry. • Detailed instructions for creating a portfolio to demonstrate narrative design and game design skills to prospective employers. • Lessons and exercises to help students develop narrative design and game design skills. • A how-to guide for college instructors teaching classes in narrative design and game design. Detailed assignments and syllabi are included. Author Bio: Michael Breault is a 35-year industry veteran who has contributed his writing and game design skills to over 130 published games. He currently teaches narrative design and game design courses at Webster University in St. Louis. The courses he creates and teaches are based on the tasks narrative designers and game designers undertake every day while developing games. These classes provide his students with a real-world view of the work they will be doing as writers and designers in the game industry. | Narrative Design The Craft of Writing for Games

GBP 48.99
1

Exploring Roguelike Games

Exploring Roguelike Games

Since 1980 in-the-know computer gamers have been enthralled by the unpredictable random and incredibly deep gameplay of Rogue and those games inspired by it known to fans as roguelikes. For decades this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple graphics (often just text characters) high difficulty and their demand that a player brings more of themselves to the game than your typical AAA title asks. This book covers many of the most prominent titles and explains in great detail what makes them interesting the ways to get started playing them the history of the genre and more. It includes interviews playthroughs and hundreds of screenshots. It is a labor of love: if even a fraction of the author’s enthusiasm for these games gets through these pages to you then you will enjoy it a great deal. Key Features: Playing tips and strategy for newcomers to the genre Core roguelikes Rogue Angband NetHack Dungeon Crawl Stone Soup ADOM and Brogue The lost roguelikes Super Rogue and XRogue and the early RPG dnd for PLATO systems The Japanese console roguelikes Taloon’s Mystery Dungeon and Shiren the Wanderer Lesser-known but extremely interesting games like Larn DoomRL HyperRogue Incursion and Dungeon Hack Rogue-ish games that blur the edges of the genre including Spelunky HyperRogue ToeJam & Earl Defense of the Oasis Out There and Zelda Randomizer Interviews with such developers as Keith Burgun (100 Rogues and Auro) Rodain Joubert (Desktop Dungeons) Josh Ge (Cogmind) Dr. Thomas Biskup (ADOM) and Robin Bandy (devnull public NetHack tournament) An interview regarding Strange Adventures in Infinite Space Design issues of interest to developers and enthusiasts Author Bio: John Harris has bumped around the Internet for more than 20 years. In addition to writing the columns @Play and Pixel Journeys for GameSetWatch and developer interviews for Gamasutra he has spoken at Roguelike Celebration. John Harris has a MA in English Literature from Georgia Southern University. | Exploring Roguelike Games

GBP 44.99
1

Game Audio Programming 3: Principles and Practices

Game Audio Programming 3: Principles and Practices

Welcome to the third volume of Game Audio Programming: Principles and Practices—the first series of its kind dedicated to the art and science of game audio programming. This volume contains 14 chapters from some of the top game audio programmers and sound designers in the industry. Topics range across game genres (ARPG RTS FPS etc. ) and from low-level topics such as DSP to high-level topics like using influence maps for audio. The techniques in this book are targeted at game audio programmers of all abilities from newbies who are just getting into audio programming to seasoned veterans. All of the principles and practices in this book have been used in real shipping games so they are all very practical and immediately applicable. There are chapters about split-screen audio dynamic music improvisation dynamic mixing ambiences DSPs and more. This book continues the tradition of collecting modern up-to-date knowledge and wisdom about game audio programming. So whether you’ve been a game audio programmer for one year or ten years or even if you’ve just been assigned the task and are trying to figure out what it’s all about this book is for you! Key Features Cutting-edge advanced game audio programming concepts with examples from real game audio engines Includes both high-level and low-level topics Practical code examples math and diagrams that you can apply directly to your game audio engine. Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines he quickly transitioned to writing game audio engines for all manner of games. He has written audio engines that shipped AAA games like Hellgate: London Bioshock 2 The Sims 4 and Torchlight 3 as well as smaller titles like Minion Master Tales from the Borderlands and Game of Thrones. Guy has also given several talks at the Game Developer Conference the Audio Developer Conference and CppCon. When he’s not programming or writing game audio programming books he can be found at home reading playing video games and playing the flute. | Game Audio Programming 3: Principles and Practices

GBP 56.99
1